Elements from DA:O that hopefully won't be in DA II
#1
Posté 26 juillet 2010 - 07:14
For some reason, my rogue refused to cooperate with me when I wanted to leave an area stealthed while there were enemies there. He didn't mind running for miles through all kinds of doors and mud and blood. Except, of course, if that door happened to take me up the stairs or outdoors. A rogues's gotta have his standards, I guess.
Another one which made pefect nonsense was a random encounter where you start in the middle of somewhere, surrounded by wolves. Fine, I don't mind being ambushed and outwitted by wolves. What I do mind is that the wolves have surrounded me with traps (yes, the kind of traps used to capture wolves), and that they all were carrying lyirum potions. I don't know where the story is going with lyrium-infused, magic wielding, trap-setting wolves, but there must be a very dark and sinister conspiracy going on somewhere.
These are just two examples of moments it was hard to be immersed in the story. I wish RPGs could be slightly more realistic, in the sense of internally constistent. Are there are any such quasi-technical elements that destroyed the make-believe for you in DA:O and that you think should be removed?
#2
Guest_Puddi III_*
Posté 26 juillet 2010 - 07:22
Guest_Puddi III_*
#3
Guest_mochen_*
Posté 26 juillet 2010 - 07:24
Guest_mochen_*
#4
Posté 26 juillet 2010 - 07:26
mochen wrote...
I thought the traps were set by local hunters to catch the wolves? Wasn't there a signpost in that area explaining it...
Yes there was.
#5
Posté 26 juillet 2010 - 07:27
#6
Guest_Puddi III_*
Posté 26 juillet 2010 - 07:28
Guest_Puddi III_*
#7
Posté 26 juillet 2010 - 07:28
#8
Posté 26 juillet 2010 - 07:28
the fact that party members in the camp doesn't actually do anything usefull. (So why in the heck would you leave them behind.) send them on errants,guard prisoners of war , whatever.
have abilities that you can't resist/avoid. (shattershot) which doesn't even make sense by the way.
you hit a target and it split into multiple homeing missiles. that allways stun the target.
#9
Posté 26 juillet 2010 - 07:32
I'd prefer something like that from Fallout 1/2 or Arcanum: travel relatively freely across the world map, but have random encounters (which can be avoided depending on survival skill or something) and hidden locations. IMHO, that travel system helped make the wastes feel a bit more epic (more so, IMHO, than Fallout 3's 'free roam')
BLunted wrote...
I hope the bug element from Origins is not in DA2...
[smilie]http://social.bioware.com/images/forum/emoticons/lol.png[/smilie]
Yeah. DA:O now feels less stable than it was on release...I really hope they fix/optimize it before DA2 comes out. [smilie]http://social.bioware.com/images/forum/emoticons/whistling.png[/smilie]
Modifié par gotthammer, 26 juillet 2010 - 07:34 .
#10
Posté 26 juillet 2010 - 08:01
I loved it when I was sneaking around thinking "I am so clever, I am going to surprise everyone". And then, "oh, no. I'd rather go out of my shadows, walk slowly up to you and have you insult me before you whoop my arse."
Modifié par paulsmyname, 26 juillet 2010 - 08:02 .
#11
Posté 26 juillet 2010 - 08:06
#12
Posté 26 juillet 2010 - 08:07
gotthammer wrote...
I hope the 'map travel' system gets replaced.
Or just a better map.
Map not seem to use mutiple resolution, like tiny post-card take up 1/;6 of screen on pc.
#13
Posté 26 juillet 2010 - 08:10
paulsmyname wrote...
I don't know where the story is going with lyrium-infused, magic wielding, trap-setting wolves, but there must be a very dark and sinister conspiracy going on somewhere.
You do understand that this actually sounds like a great fantasy plot?
#14
Posté 26 juillet 2010 - 08:30
Another feature: the difficulties in general. Some players felt like normal was too hard. Others felt like nightmare was too easy. Obviously something needs to be done about the skill level of certain players.
#15
Posté 26 juillet 2010 - 08:34
#16
Posté 26 juillet 2010 - 08:42
#17
Posté 26 juillet 2010 - 09:31
#18
Posté 26 juillet 2010 - 09:50
#19
Posté 26 juillet 2010 - 09:58
Point being, if a fight doesn't *need* to be there, then it really shouldn't.
#20
Posté 26 juillet 2010 - 10:12
#21
Posté 26 juillet 2010 - 10:25
but i do agree that pointless fighting is a bit silly... but we all gots to level up...
i think the gift giving element was a bit silly, too... if i give em random gifts, i think some of em should reciprocate... on the same note, if i find a "special gift" (like alistair's amulet) and the character it's for is with me, then they should immediately react...
the dig was cute, but it was never strategic for him to be in the party... i think they should have a separate slot for him, if they are going to have another dog...
#22
Posté 26 juillet 2010 - 10:29
Already done.Ekas wrote...
Spell effects need to be turned off during cutscenes. It's quite jarring to see my characters have a chat when they're burning,
On spell effects carrying over to cutscenes:
I personally argued against that a lot. There are various game reasons why [we did that]. It would be cumbersome to cast all of those spells again. But I think it really takes you out of the moment when you’re standing there, talking to a guy and he’s wrapped in glowing red plastic and there are flames shooting out of him and rocks falling on top of him. I absolutely agree that that needs to not happen.
#23
Posté 26 juillet 2010 - 10:34
#24
Posté 26 juillet 2010 - 10:42
Replace cooldown with the "spells per encounter". Add new spells.
Maybe this will fix strategic wannabe combat.
Modifié par Rzepik2, 26 juillet 2010 - 10:45 .
#25
Posté 26 juillet 2010 - 11:00
BTW since they already confirmed that spell effects won't be visible in conversations but won't turn off (like helmets in DAO) I'm glad already.





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